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OpenSpace/modules/globebrowsing/src/shadowcomponent.cpp

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26 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include <modules/globebrowsing/src/shadowcomponent.h>
#include <modules/globebrowsing/globebrowsingmodule.h>
#include <modules/globebrowsing/src/renderableglobe.h>
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/util/updatestructures.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/openspaceengine.h>
#include <openspace/engine/moduleengine.h>
#include <openspace/interaction/navigationhandler.h>
#include <openspace/interaction/orbitalnavigator.h>
#include <openspace/interaction/keyframenavigator.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/scene/scene.h>
#include <openspace/util/camera.h>
#include <ghoul/filesystem/cachemanager.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/logging/logmanager.h>
#include <ghoul/filesystem/filesystem.h>
#include <ghoul/misc/dictionary.h>
#include <ghoul/opengl/programobject.h>
#include <ghoul/io/texture/texturereader.h>
#include <ghoul/opengl/texture.h>
#include <ghoul/opengl/textureunit.h>
#include <ghoul/font/fontmanager.h>
#include <ghoul/font/fontrenderer.h>
#include <glm/gtc/matrix_transform.hpp>
#include <fstream>
#include <cstdlib>
#include <locale>
namespace {
constexpr const char* _loggerCat = "ShadowComponent";
constexpr openspace::properties::Property::PropertyInfo SaveDepthTextureInfo = {
"SaveDepthTextureInfo",
"Save Depth Texture",
"Debug"
};
constexpr openspace::properties::Property::PropertyInfo DistanceFractionInfo = {
"DistanceFraction",
"Distance Fraction",
"Distance fraction of original distance from light source to the globe to be "
"considered as the new light source distance."
};
void checkFrameBufferState(const std::string& codePosition)
{
if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LERROR("Framework not built. " + codePosition);
GLenum fbErr = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (fbErr) {
case GL_FRAMEBUFFER_UNDEFINED:
LERROR("Indefined framebuffer.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
LERROR("Incomplete, missing attachement.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
LERROR("Framebuffer doesn't have at least one image attached to it.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
LERROR(
"Returned if the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is "
"GL_NONE for any color attachment point(s) named by GL_DRAW_BUFFERi."
);
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
LERROR(
"Returned if GL_READ_BUFFER is not GL_NONE and the value of "
"GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_NONE for the color "
"attachment point named by GL_READ_BUFFER.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
LERROR(
"Returned if the combination of internal formats of the attached "
"images violates an implementation - dependent set of restrictions."
);
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
LERROR(
"Returned if the value of GL_RENDERBUFFE_r_samples is not the same "
"for all attached renderbuffers; if the value of GL_TEXTURE_SAMPLES "
"is the not same for all attached textures; or , if the attached "
"images are a mix of renderbuffers and textures, the value of "
"GL_RENDERBUFFE_r_samples does not match the value of "
"GL_TEXTURE_SAMPLES."
);
LERROR(
"Returned if the value of GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not "
"the same for all attached textures; or , if the attached images are "
"a mix of renderbuffers and textures, the value of "
"GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not GL_TRUE for all attached "
"textures."
);
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
LERROR(
"Returned if any framebuffer attachment is layered, and any "
"populated attachment is not layered, or if all populated color "
"attachments are not from textures of the same target."
);
break;
default:
LDEBUG("No error found checking framebuffer: " + codePosition);
break;
}
}
}
} // namespace
namespace openspace {
documentation::Documentation ShadowComponent::Documentation() {
using namespace documentation;
return {
"ShadowsRing Component",
"globebrowsing_shadows_component",
{
{
DistanceFractionInfo.identifier,
new DoubleVerifier,
Optional::Yes,
DistanceFractionInfo.description
}
}
};
}
ShadowComponent::ShadowComponent(const ghoul::Dictionary& dictionary)
: properties::PropertyOwner({ "Shadows" })
, _saveDepthTexture(SaveDepthTextureInfo)
, _distanceFraction(DistanceFractionInfo, 30, 1, 100000)
, _enabled({ "Enabled", "Enabled", "Enable/Disable Shadows" }, true)
, _shadowMapDictionary(dictionary)
, _shadowDepthTextureHeight(1024)
, _shadowDepthTextureWidth(1024)
, _shadowDepthTexture(-1)
, _positionInLightSpaceTexture(-1)
, _shadowFBO(-1)
, _firstPassSubroutine(-1)
, _secondPassSubroutine(1)
, _defaultFBO(-1)
, _sunPosition(0.0)
, _shadowMatrix(1.0)
, _executeDepthTextureSave(false)
{
using ghoul::filesystem::File;
if (dictionary.hasKey("Rings")) {
ghoul::Dictionary ringsDic;
dictionary.getValue("Rings", ringsDic);
if (ringsDic.hasKey("Shadows")) {
ringsDic.getValue("Shadows", _shadowMapDictionary);
}
}
documentation::testSpecificationAndThrow(
Documentation(),
_shadowMapDictionary,
"ShadowComponent"
);
if (_shadowMapDictionary.hasKey(DistanceFractionInfo.identifier)) {
_distanceFraction = static_cast<int>(
_shadowMapDictionary.value<float>(DistanceFractionInfo.identifier)
);
}
_saveDepthTexture.onChange([&]() {
_executeDepthTextureSave = true;
});
addProperty(_enabled);
addProperty(_saveDepthTexture);
addProperty(_distanceFraction);
}
void ShadowComponent::initialize()
{
using ghoul::filesystem::File;
}
bool ShadowComponent::isReady() const {
return true;
}
void ShadowComponent::initializeGL() {
createDepthTexture();
createShadowFBO();
}
void ShadowComponent::deinitializeGL() {
glDeleteTextures(1, &_shadowDepthTexture);
glDeleteTextures(1, &_positionInLightSpaceTexture);
glDeleteFramebuffers(1, &_shadowFBO);
checkGLError("ShadowComponent::deinitializeGL() -- Deleted Textures and Framebuffer");
}
void ShadowComponent::begin(const RenderData& data) {
// ===========================================
// Builds light's ModelViewProjectionMatrix:
// ===========================================
glm::dvec3 diffVector = glm::dvec3(_sunPosition) - data.modelTransform.translation;
double originalLightDistance = glm::length(diffVector);
glm::dvec3 lightDirection = glm::normalize(diffVector);
// Percentage of the original light source distance (to avoid artifacts)
double multiplier = originalLightDistance *
(static_cast<double>(_distanceFraction)/1.0E5);
// New light source position
glm::dvec3 lightPosition = data.modelTransform.translation +
(lightDirection * multiplier);
// Saving current Camera parameters
_cameraPos = data.camera.positionVec3();
// JCC: We have aim and ancor nodes and position now. Need to fix this.
//_cameraFocus = data.camera.focusPositionVec3();
_cameraRotation = data.camera.rotationQuaternion();
//=============== Automatically Created Camera Matrix ===================
//=======================================================================
//glm::dmat4 lightViewMatrix = glm::lookAt(
// //lightPosition,
// glm::dvec3(0.0),
// //glm::dvec3(_sunPosition), // position
// glm::dvec3(data.modelTransform.translation), // focus
// data.camera.lookUpVectorWorldSpace() // up
// //glm::dvec3(0.0, 1.0, 0.0)
//);
//camera->setPositionVec3(lightPosition);
//camera->setFocusPositionVec3(data.modelTransform.translation);
//camera->setRotation(glm::dquat(glm::inverse(lightViewMatrix)));
//=======================================================================
//=======================================================================
//=============== Manually Created Camera Matrix ===================
//==================================================================
// camera Z
glm::dvec3 cameraZ = lightDirection;
// camera X
glm::dvec3 upVector = glm::dvec3(0.0, -1.0, 0.0);
glm::dvec3 cameraX = glm::normalize(glm::cross(upVector, cameraZ));
// camera Y
glm::dvec3 cameraY = glm::cross(cameraZ, cameraX);
// init 4x4 matrix
glm::dmat4 cameraRotationMatrix(1.0);
double* matrix = glm::value_ptr(cameraRotationMatrix);
matrix[0] = cameraX.x;
matrix[4] = cameraX.y;
matrix[8] = cameraX.z;
matrix[1] = cameraY.x;
matrix[5] = cameraY.y;
matrix[9] = cameraY.z;
matrix[2] = cameraZ.x;
matrix[6] = cameraZ.y;
matrix[10] = cameraZ.z;
// set translation part
// We aren't setting the position here because it is set in
// the camera->setPosition()
//matrix[12] = -glm::dot(cameraX, lightPosition);
//matrix[13] = -glm::dot(cameraY, lightPosition);
//matrix[14] = -glm::dot(cameraZ, lightPosition);
/*Scene* scene = camera->parent()->scene();
global::navigationHandler.setFocusNode(data.);
*/
Camera camera(data.camera);
camera.setPositionVec3(lightPosition);
// JCC: We have aim and ancor nodes and position now. Need to fix this.
//camera.setFocusPositionVec3(data.modelTransform.translation);
camera.setRotation(glm::dquat(glm::inverse(cameraRotationMatrix)));
//=======================================================================
//=======================================================================
//============= Light Matrix by Camera Matrices Composition =============
//=======================================================================
glm::dmat4 lightProjectionMatrix = glm::dmat4(camera.projectionMatrix());
//glm::dmat4 lightProjectionMatrix = glm::ortho(-1000.0, 1000.0, -1000.0, 1000.0, 0.0010, 1000.0);
//glm::dmat4 lightProjectionMatrix = glm::frustum(-1.0, 1.0, -1.0, 1.0, 1.0, 1000000.0);
// The model transformation missing in the final shadow matrix is add when rendering each
// object (using its transformations provided by the RenderData structure)
_shadowData.shadowMatrix =
_toTextureCoordsMatrix *
lightProjectionMatrix *
camera.combinedViewMatrix();
// temp
_shadowData.worldToLightSpaceMatrix = glm::dmat4(camera.combinedViewMatrix());
checkGLError("begin() -- Saving Current GL State");
// Saves current state
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
glGetIntegerv(GL_VIEWPORT, _mViewport);
_faceCulling = glIsEnabled(GL_CULL_FACE);
glGetIntegerv(GL_CULL_FACE_MODE, &_faceToCull);
_polygonOffSet = glIsEnabled(GL_POLYGON_OFFSET_FILL);
glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &_polygonOffSetFactor);
glGetFloatv(GL_POLYGON_OFFSET_UNITS, &_polygonOffSetUnits);
glGetFloatv(GL_COLOR_CLEAR_VALUE, _colorClearValue);
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &_depthClearValue);
_depthIsEnabled = glIsEnabled(GL_DEPTH_TEST);
glGetIntegerv(GL_DEPTH_FUNC, &_depthFunction);
_blendIsEnabled = glIsEnabled(GL_BLEND);
checkGLError("begin() -- before binding FBO");
glBindFramebuffer(GL_FRAMEBUFFER, _shadowFBO);
checkGLError("begin() -- after binding FBO");
glViewport(0, 0, _shadowDepthTextureWidth, _shadowDepthTextureHeight);
checkGLError("begin() -- set new viewport");
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
checkGLError("begin() -- after cleanning Depth buffer");
/*glEnable(GL_CULL_FACE);
checkGLError("begin() -- enabled cull face");
glCullFace(GL_FRONT);
checkGLError("begin() -- set cullface to front");*/
/*glEnable(GL_POLYGON_OFFSET_FILL);
checkGLError("begin() -- enabled polygon offset fill");
glPolygonOffset(2.5f, 10.0f);
checkGLError("begin() -- set values for polygon offset");*/
checkGLError("begin() finished");
}
void ShadowComponent::end(const RenderData& data) {
checkGLError("end() -- Flushing");
//glFlush();
if (_executeDepthTextureSave) {
saveDepthBuffer();
_executeDepthTextureSave = false;
}
// Restores Camera Parameters
Camera camera = data.camera;
camera.setPositionVec3(_cameraPos);
// JCC: We have aim and ancor nodes and position now. Need to fix this.
//camera.setFocusPositionVec3(_cameraFocus);
camera.setRotation(_cameraRotation);
// Restores system state
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFBO);
checkGLError("end() -- Rebinding default FBO");
glViewport(
_mViewport[0],
_mViewport[1],
_mViewport[2],
_mViewport[3]
);
if (_faceCulling) {
glEnable(GL_CULL_FACE);
glCullFace(_faceToCull);
}
else {
glDisable(GL_CULL_FACE);
}
if (_depthIsEnabled) {
glEnable(GL_DEPTH_TEST);
}
else {
glDisable(GL_DEPTH_TEST);
}
glDepthFunc(_depthFunction);
if (_polygonOffSet) {
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(_polygonOffSetFactor, _polygonOffSetUnits);
}
else {
glDisable(GL_POLYGON_OFFSET_FILL);
}
glClearColor(
_colorClearValue[0],
_colorClearValue[1],
_colorClearValue[2],
_colorClearValue[3]
);
glClearDepth(_depthClearValue);
if (_blendIsEnabled) {
glEnable(GL_BLEND);
}
checkGLError("end() finished");
}
void ShadowComponent::update(const UpdateData& /*data*/) {
_sunPosition = global::renderEngine.scene()->sceneGraphNode("Sun")->worldPosition();
}
void ShadowComponent::createDepthTexture() {
checkGLError("createDepthTexture() -- Starting configuration");
glGenTextures(1, &_shadowDepthTexture);
glBindTexture(GL_TEXTURE_2D, _shadowDepthTexture);
glTexStorage2D(
GL_TEXTURE_2D,
1,
GL_DEPTH_COMPONENT32F,
_shadowDepthTextureWidth,
_shadowDepthTextureHeight
);
/*glTexImage2D(
GL_TEXTURE_2D,
0,
GL_DEPTH_COMPONENT32F,
_shadowDepthTextureWidth,
_shadowDepthTextureHeight,
0,
GL_DEPTH_COMPONENT,
GL_FLOAT,
0
);*/
checkGLError("createDepthTexture() -- Depth testure created");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, shadowBorder);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
checkGLError("createdDepthTexture");
glGenTextures(1, &_positionInLightSpaceTexture);
glBindTexture(GL_TEXTURE_2D, _positionInLightSpaceTexture);
//glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB32F,
_shadowDepthTextureWidth,
_shadowDepthTextureHeight,
0,
GL_RGBA,
GL_FLOAT,
nullptr
);
checkGLError("createDepthTexture() -- Position/Distance buffer created");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
checkGLError("createdPositionTexture");
glBindTexture(GL_TEXTURE_2D, 0);
_shadowData.shadowDepthTexture = _shadowDepthTexture;
_shadowData.positionInLightSpaceTexture = _positionInLightSpaceTexture;
}
void ShadowComponent::createShadowFBO() {
// Saves current FBO first
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO);
/*GLint _mViewport[4];
glGetIntegerv(GL_VIEWPORT, _mViewport);*/
glGenFramebuffers(1, &_shadowFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _shadowFBO);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D,
_shadowDepthTexture,
0
);
glFramebufferTexture(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT3,
_positionInLightSpaceTexture,
0
);
checkGLError("createShadowFBO() -- Created Shadow Framebuffer");
//GLenum drawBuffers[] = { GL_NONE };
GLenum drawBuffers[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, drawBuffers);
checkFrameBufferState("createShadowFBO()");
// Restores system state
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFBO);
/*glViewport(
_mViewport[0],
_mViewport[1],
_mViewport[2],
_mViewport[3]
);*/
checkGLError("createShadowFBO() -- createdShadowFBO");
}
void ShadowComponent::saveDepthBuffer() {
int size = _shadowDepthTextureWidth * _shadowDepthTextureHeight;
GLubyte * buffer = new GLubyte[size];
glReadPixels(
0,
0,
_shadowDepthTextureWidth,
_shadowDepthTextureHeight,
GL_DEPTH_COMPONENT,
GL_UNSIGNED_BYTE,
buffer
);
checkGLError("readDepthBuffer To buffer");
std::fstream ppmFile;
ppmFile.open("depthBufferShadowMapping.ppm", std::fstream::out);
if (ppmFile.is_open()) {
ppmFile << "P3" << std::endl;
ppmFile << _shadowDepthTextureWidth << " " << _shadowDepthTextureHeight
<< std::endl;
ppmFile << "255" << std::endl;
std::cout << "\n\nSaving depth texture to file depthBufferShadowMapping.ppm\n\n";
int k = 0;
for (int i = 0; i < _shadowDepthTextureWidth; i++) {
for (int j = 0; j < _shadowDepthTextureHeight; j++, k++) {
unsigned int val = static_cast<unsigned int>(buffer[k]);
ppmFile << val << " " << val << " " << val << " ";
}
ppmFile << std::endl;
}
ppmFile.close();
std::cout << "Texture saved to file depthBufferShadowMapping.ppm\n\n";
}
delete[] buffer;
GLfloat * bBuffer = new GLfloat[size * 4];
glReadBuffer(GL_COLOR_ATTACHMENT3);
glReadPixels(
0,
0,
_shadowDepthTextureWidth,
_shadowDepthTextureHeight,
GL_RGBA,
GL_FLOAT,
bBuffer
);
checkGLError("readPositionBuffer To buffer");
ppmFile.clear();
ppmFile.open("positionBufferShadowMapping.ppm", std::fstream::out);
if (ppmFile.is_open()) {
ppmFile << "P3" << std::endl;
ppmFile << _shadowDepthTextureWidth << " " << _shadowDepthTextureHeight
<< std::endl;
ppmFile << "255" << std::endl;
std::cout << "\n\nSaving texture position to positionBufferShadowMapping.ppm\n\n";
float biggestValue = 0.f;
int k = 0;
for (int i = 0; i < _shadowDepthTextureWidth; i++) {
for (int j = 0; j < _shadowDepthTextureHeight; j++) {
biggestValue = bBuffer[k] > biggestValue ?
bBuffer[k] : biggestValue;
k += 4;
}
}
biggestValue /= 255.f;
k = 0;
for (int i = 0; i < _shadowDepthTextureWidth; i++) {
for (int j = 0; j < _shadowDepthTextureHeight; j++) {
ppmFile << static_cast<unsigned int>(bBuffer[k] / biggestValue) << " "
<< static_cast<unsigned int>(bBuffer[k + 1] / biggestValue) << " "
<< static_cast<unsigned int>(bBuffer[k + 2] / biggestValue) << " ";
k += 4;
}
ppmFile << std::endl;
}
ppmFile.close();
std::cout << "Texture saved to file positionBufferShadowMapping.ppm\n\n";
}
delete[] bBuffer;
}
void ShadowComponent::checkGLError(const std::string & where) const {
const GLenum error = glGetError();
switch (error) {
case GL_NO_ERROR:
break;
case GL_INVALID_ENUM:
LERRORC(
"OpenGL Invalid State",
fmt::format("Function {}: GL_INVALID_ENUM", where)
);
break;
case GL_INVALID_VALUE:
LERRORC(
"OpenGL Invalid State",
fmt::format("Function {}: GL_INVALID_VALUE", where)
);
break;
case GL_INVALID_OPERATION:
LERRORC(
"OpenGL Invalid State",
fmt::format(
"Function {}: GL_INVALID_OPERATION", where
));
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
LERRORC(
"OpenGL Invalid State",
fmt::format(
"Function {}: GL_INVALID_FRAMEBUFFER_OPERATION",
where
)
);
break;
case GL_OUT_OF_MEMORY:
LERRORC(
"OpenGL Invalid State",
fmt::format("Function {}: GL_OUT_OF_MEMORY", where)
);
break;
default:
LERRORC(
"OpenGL Invalid State",
fmt::format("Unknown error code: {0:x}", static_cast<int>(error))
);
}
}
bool ShadowComponent::isEnabled() const {
return _enabled;
}
ShadowComponent::ShadowMapData ShadowComponent::shadowMapData() const {
return _shadowData;
}
} // namespace openspace